
Interesting...
Moderator: OpenTTD Developers
Displaying Graphics Consumes Memory, And more complex the graphic is the more memory is consumed. Anno1503 Makers are no way poor progmammers, but if you want multiplayer with more than 2 players without huge "A-Sync" problem. When machine is slowed down by 50-100% or even 25%, there is gona be synchronization problems with other clients, and its gona cause A Sync Error wich seperates the games.eobet wrote:So SDL actually initializes an 8-bit display? That's ridiculus! 101% of the people playing OpenTTD must surely be using at least a 16-bit display?
And if not, downlsampling is provided via SDL anyway!
However, I do not think the current (original) graphics are bad at all! I think they are absolutely great, and I even consider the newer Rollercoaster Tycoon and Locomotion graphics to be ugly! (Yeah, I already wrote it above, but I feel quite strongly about this... pre-rendered graphics take away personality and detail!)
Oh, and the graphics having anything to do with multiplayer is also ridiculus. The Anno 1503 AD people are just poor programmers. I mean, otherwise, the 3D MMORPG people must have godly coding skills?
Noway, 16-bit 2D graphics will have absolutely no impact on gaming speed.
32-bit graphics with an 8-bit alpha channel, however probably will.
Why is it any "easier" to implement than 32 bit? Quite the contrary, it generally requires bit manipulation because it's not aligned to bytes like 24 and 32 bit color is!It will most likely be 16 bit colors as they are the easiest to implement
Aligning to bytes is 2^n, which means: 2, 4, 8, 16, 32, 64 (who wants 64 bit graphicCobraA1 wrote:Why is it any "easier" to implement than 32 bit? Quite the contrary, it generally requires bit manipulation because it's not aligned to bytes like 24 and 32 bit color is!It will most likely be 16 bit colors as they are the easiest to implement
I think he means the tree subcolors.Bjarni wrote:Aligning to bytes is 2^n, which means: 2, 4, 8, 16, 32, 64 (who wants 64 bit graphic :P You will not get it)CobraA1 wrote:Why is it any "easier" to implement than 32 bit? Quite the contrary, it generally requires bit manipulation because it's not aligned to bytes like 24 and 32 bit color is!It will most likely be 16 bit colors as they are the easiest to implement
16 bit are 2 bytes
24 bit are 3 bytes
32 bit are 4 bytes
that makes 24 bit the hardest to implement
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